![]() The Volcanic Runestone deals around 40,000 to 50,000 damage per fire blast (Total of 6 fire blasts per Runestone) to targets within 3,5 meter range. The Volcanic Runestone is a Fire Runestone that focuses on doing more damage but doesn’t provide any utility and covers a lesser range. Leveling up the Statically Charged trait increase the damage done (Up to 30% at max rank) and adds a Slow effect (Up to 40% at max rank) to targets within range of the Runestone. The Fulgurite Runestone is a Lightning Runestone capable of dealing damage but most importantly is able to briefly stun enemies for 3 seconds (50% Chance) when struck with 1 of it’s 4 thunder blasts that also deals 20,000-40,000 damage per blast to target within 10 meters of the Runestone. The Fulgurite Runestone is generally the best, providing utility (Stun and Slow) while still dealing a considerable amount of damage over a much longer range compared to it’s counter part. Maxing out the trait allows you to select where the Runestone are placed and both last for 11 seconds. This is very useful for instances (and raids) where power drain effects are present or when there are no Lore-Masters.įulgurite Runestone / Volcanic Runestone: These Runestones are capable of helping in situations where a lot of mobs are present. The power regeneration is very strong, supplying yourself or friendly players with a instant burst of 850 – 1250 power and then giving them 550 – 800 power every second for 12 seconds. Prelude of Power: 1 level to unlock the power regeneration effect to Prelude to Hope. Making the Rune of Restoration a very helpful choice when running 3-man or 6-man instances. The rune is placed instantly and lasts for 30 seconds. Rune of Restoration: The Rune of Restoration provides your fellowship with a 7,000 to 10,000 heal every 3 seconds. Going forward you may choose what to select next.Ĭonsider what instances or raids you’ll be doing and consider the impact your choices may have. Alongside with Tactical Mitigation at a 1 Will to 1 Stat ratio. ![]() This provides you with 37,500 to 75,000 Critical Rating. Alongside with Finesse and Tactical Mitigation at a 1 Will to 1 Stat ratio.įortune Smiles: Tier 1 provides you with 15,000 Fate and goes up by 3,000 Fate per tier. This provides you with 45,000 to 90,000 Tactical Mastery. Traits that are recommended to trait in order of priority on top of the base-line:ĭetermination: Tier 1 provides you with 15,000 Will and goes up by 3,000 Will per tier. In the picture below are the trait that are required at minimum for a Red Line Rune-Keeper.ĭepending on your class points and your personal preference you’ll want to select the traits that fits your intentions best. Never seen the other outcome with either character, no matter lvls.Rune-Keepers are made to be quite adaptable, and as a result their trait trees are as well. *Had same effect with Morte 8Int, lost all mana and ~10% gold. Be careful and cast a harmless spell -> nothing happens.Cast a spell (Guy)* - lose all mana and all gold, no benefit.Cast a spell -> INT check : if 8? or above, lose 4 mana, gain 1 max mana, if under 7, lose all mana and some gold.Grab the fish -> Lose mana and gold, gain Max Mana.(Int 4) - "I don't trust goblins, sorry." (Decline) -> Gain Fish (Event Item) and +3 mana.You realized he's holding a fish, he's talking to the fish! "Do you want to feed him? I know you must have some food in your pocket" the creature says while staring at you He's holding his chest with both hands, he's talking to himself, but you can't hear what he's saying. Judging by the ears, you would say he probably is some kind of elf, but his body was more the size of a goblin. Someone was curling up in the corner, howling in sorrow.
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